Irrational Games on Pushing the "Envelope" in Terms of Videogame Narrative - AusGamers

AusGamers had a chance to catch up with Irrational Games' Drew Holmes (and, in case you missed it, Ken Levine) to talk about his input in writing BioShock Infinite after having worked on the likes of Saints Row, as well as where he feels the studio's place lays, as a premier storytelling developer in the videogames industry.

"Well, what we set out to do at Irrational... this company was one of the first to do this type of game, and what we want to do is really push the envelope, in terms of how videogames can tell stories. That’s really what this company’s focused on I think," Drew told us.

"In terms of what should, or shouldn’t be in this game: we’re focused on giving a quality experience to players. We play around a lot of different features, and we want to make sure that nothing that is ever going to go on a shelf, from Irrational Games, is ever going to be dictated by marketing; it’s going to be what our vision of the game is."

The rest of the interview covers complex, multidimensional characters, on-the-fly narrative versus cut-scenes, the 80s in Infinite and much more.